If there were ever a build to take target identification on, this one would probably be it since there's some spare nodes for it. It seems really important for this mech to know exactly what's it's shooting at and vice versa. Interesting build.
I had a similar build but finished with 4x lmg and 2x rac 5s I had 2x x pulse lasers (from memory I was playing with other mechs and builds at the time). The advantage of the racs is it shakes the cockpits and I found the enemy was less accurate in returning fire. LMGs and RAC5s work really well together
Thanks Bara! I got this as my first Blackjack, With the 5 games I played I had more fun with the Large X pulse lasers but I might be doing a little better after switching to regular large pulse lasers and ive found the balance of finding cover and aiming at weak components of distracted targets when possible.
Okay... I tried this build on a whim and... three games so far... damage of 941, 956, 512. That third one was because our team got utterly destroyed. This build is evil. I will definitely be using it. 😆
@MrOrdosan I did have a couple good games with it yesterday, and I agree, I think the parts of it that give me trouble are the hitboxes and not so much the build lol. Seems like taking a hit from any angle hits you in the center torso. Might give another machinegun build a try after my next project.
@@umenzislanter9904 The trick with Blackjacks is to abuse the extremely high mounts for peeking over cover. If you can see it you can shoot it, but done right there's only a tiny sliver to shoot back at.
I've been playing this arrow for a while, that and 2 binaries also works well. You don't need to cool down,just shoot mg and continue to lay in the damage
I don’t know that I agree with the LMG aligning with the XPL. If you notice, LMGs have 1.0 or spread(which is actually higher than some others LBX ACs). I don’t feel like the LMGs pin point like lasers, while they might not have velocity in the sense of ACs, they don’t hit the same because they splash all over due to the spread.
Honestly... adding smoke bombardments as a consumable would be genius. Something like twice the AoE of an artillery bombardment by default, lasts maybe 10-20 seconds, and blocks targeting and heat vision. It would make so many maps and games less miserable to play as a brawler.
First off, so glad to you are doing regular MWO vids Baradul, your stuff is great and teaches get tactics and concepts!! In an entirely different matter; machine guns are so fucking broken, all buffs and no downsides like every other weapon platform in the game. The don't heat, don't jam, don't even friggen shake, and can be tweaked to stupid ranges all while effectively doing spray damage 3-4 degrees around corners and obstacles. Throw in the halfassed shitty looking and sounding effects as a cherry on top and they are bar-none the worst implemented weapon system in the game and need a full rework. This isn't going to happen because the asshat Cauldron punks looove them.
The games a JIP don’t play the game its unbalanced. PGI goes in and adjusts your hit boxes and damage done when people complain your wining too much that’s why lots of people are leaving
Honestly, the distances and measurements of the game make no sense. Assault mechs are up to 30m high, yet the average engagement range is 500m - which looks way too close if you compare it to the visuals. And to add insult to injury: a standard sniper rifle can shoot up to 1400m yet the armament of Mechs are having problems reaching 600m 😂 Even the lasers! 🤦♂️🤣